Meanwhile, another bunch of bugs:
1. "stay away from this, or you will be next! concentrate fire on..." event with pirate attacking settlement, allows to [SPOILER ALERT] help pirate by teleporting fire bomb to settlement, if we have necessary equipment[/SPOILER ALERT]. Hoever, while it's clear act of piracy, it doesn't have crew reaction dialogue - no one have moral problems with incinerating poor people's homes, and enforcing tribute on them, then sharing loot.
2. While condoning acts of piracy as Slug ship, there is small mistake at description text - it's "(mantis ship)", while it should be "(slug ship)". rest of description is OK.
3. engi scrap miner shit have misplaced weapon(s):
[click here to open image]
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While we are at piracy - some posts ago, you mentioned, that you have doubts about implementing it. After messing with it through few playthroughs, I must say that this idea was implemented in awesome way! It really adds "life" to game, crew reactions are interesting and well written... Plus, it adds some real fun alternatives, when playing as Mantis, Rocks, or Slugs

I really, really like how some vanilla static texts/"awesome deal" events were extended/rewritten to include piracy options. You did a really good job here - everything seems natural, doesn't force or "encourage" piracy (at least, not when playing factions actively opposed to crime), but just fit where it should be possible.
BTW, there are some "deal" events, where piracy still isn't available choice. (by "deals", I mean random ships, that offer trading small amounts drones/fuel/missiles around). I can't find pattern - they're all the same type, but sometimes, piracy options just doesn't appear. Maybe few events got overlooked?
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Also, there is one certain special event, where piracy *should* be definitely possible, but isn't. I mean situation, where we defeat pirate, and saved ship turns out to be "dealer that usually trade only with rebels, but given circumstances, will do exception". God, I really hate this guy - especially, when I just ignored nice bribe, not knowing who I'm saving, just to see his pathetic, worthless "offer".
I know that you can't program 2 fights with ships at same beacon, but given fact that he was just banged by pirates when we saved his ass, terminating him should just become text-option (like with event, where saved ship turns out to be rebel scout - we have option to terminate and loot them without fight).
I'm not even sure, if it should be considered piracy - after all, he could be considered part of rebel supply chain, or traitor, at best. Anyway, adding option to loot him would be nice thing, for this particular, irritating event.
/Estel